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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

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U L T I M A T E G A M E D E S I G N<br />

vastly different physical sizes fighting each other (for example, think of Yoda fighting<br />

Count Dooku in Star Wars Episode II, or a dwarf fighting a giant). A dwarf punch or<br />

grab hits a giant’s shinbone. A chest-high grab for the giant versus a dwarf collides<br />

with nothing.<br />

Programmatically, and as part of your toolset, you will be tuning collision boxes<br />

or collision areas to trigger certain events. Collision boxes determine where the two<br />

fighting actors or characters “collide” with each other. This occurrence will trigger<br />

an event. Among other uses, these events trigger physical animation reactions to<br />

punches, kicks, grabs, and weapon use, or display events like blood-spray particles,<br />

sweat sprays, or tooth chips. Ouch!<br />

Fighting <strong>game</strong>s are starting to incorporate more prop use. Fight characters can<br />

grab items in the scene (such as bar stools) and use them as weapons. This kind of action<br />

calls for the same kind of scripting that you might use in any other third-person<br />

action <strong>game</strong>.<br />

Multiple fight settings have created a demand for much more elaborate fight levels,<br />

as the fight drifts or wanders through an environment. Gone, it seems, are the<br />

days of the relatively fixed-view fighting <strong>game</strong> as the genre continues to grow.<br />

Expanded fight modes allow fighters to pair up with computer-driven fighters in<br />

tournament modes, and bring single-player action elements to fight <strong>game</strong>s, rather<br />

than just a one-on-one setting or a simple tag team. The fight genre remains a very<br />

popular genre, yet it reserves plenty of room for growth into the future. Fight <strong>game</strong>s<br />

with far greater dimensionality loom on the horizon.<br />

PUZZLE GAMES<br />

Sometimes it seems like puzzle <strong>game</strong>s or “puzzlers” get forgotten. How many times<br />

do you see huge ads for a new puzzle <strong>game</strong>? It’s happened, but it’s rare, and it depends<br />

on your definition of “huge ads.” Tetris is a landmark <strong>game</strong> title, and a point<br />

of pop-culture history at this point. Some of the most popular <strong>game</strong>s for the so-called<br />

“casual” <strong>game</strong>r are straight puzzle <strong>game</strong>s or puzzle-related inventions.<br />

At this moment, many people the world over are playing and enjoying puzzle<br />

<strong>game</strong>s. You may be called upon to try to create or rethink a puzzle <strong>game</strong>. The <strong>game</strong><br />

audience by age might be young kids, teens, middle-30s, or seniors. The puzzle <strong>game</strong><br />

you are asked to build might not be focused on age at all, but they tend to be.<br />

It’s no secret that puzzle <strong>game</strong>s can be highly addictive and, therefore, very successful.<br />

Some attributes of puzzle <strong>game</strong>s to consider include<br />

� Light on art assets<br />

� Deceptively simple <strong>game</strong> mechanics

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